using System.Collections.Generic;
using Gj;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[CreateAssetMenu(fileName = "ReplaceSettings", menuName = "Gj/ReplaceSettings")]
public class ReplaceSettings : ScriptableObject
{
    [System.Serializable]
    public struct ReplaceItem
    {
        public string key;
        public string value;
    }
    
    public ReplaceItem[] replaceItems;
}